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Re: Lithium 1.6.1 (Jan. 24, 2019)

PostPosted: Sat Feb 22, 2020 6:08 pm
by Artman2004
1 error while parsing DECORATE scripts. You know how to fix this?

Re: Lithium 1.6.1 (Jan. 24, 2019)

PostPosted: Mon Feb 24, 2020 1:52 pm
by Blackgrowl
Artman2004 wrote:1 error while parsing DECORATE scripts. You know how to fix this?


Having this issue as well, would like a fix.

Re: Lithium 1.6.2 (Feb. 29, 2020)

PostPosted: Sat Feb 29, 2020 8:13 pm
by Marrub
Version 1.6.2 (Trilithionite) has been released! Check the OP for change log and download.

HI I FIXED THE ERROR ON STARTUP THANKS FOR REPORTING IT AROUND A HUNDRED TIMES TO ME OVER THE PAST YEAR
I have fixed most of the last remaining issues with the mod so now it should run buttery smooth until the end of time. (yeah right)

Dark Lord and Informant have a tiny bit of progress on them, but only Dark Lord is semi-playable. And I do mean only a tiny bit.

I'm probably not going to finish the mod any time soon but I will be working on it a bit. I do want to finish Dark Lord at least.

Re: Lithium 1.6.2 (Feb. 29, 2020)

PostPosted: Sat Feb 29, 2020 8:34 pm
by Thorogrimm
I just loaded the mod up and for some reason the weapons/hands aren't showing up?

Re: Lithium 1.6.2 (Feb. 29, 2020)

PostPosted: Sat Feb 29, 2020 8:55 pm
by Marrub
Thorogrimm wrote:I just loaded the mod up and for some reason the weapons/hands aren't showing up?

Which class are you playing as? Only Marine and Cyber-Mage are implemented.

Re: Lithium 1.6.2 (Feb. 29, 2020)

PostPosted: Sun Mar 01, 2020 7:56 am
by Thorogrimm
Screenshot_463.jpg
Marrub wrote:
Thorogrimm wrote:I just loaded the mod up and for some reason the weapons/hands aren't showing up?

Which class are you playing as? Only Marine and Cyber-Mage are implemented.


It's on all the classes.

Re: Lithium 1.6.2 (Feb. 29, 2020)

PostPosted: Sun Mar 01, 2020 11:01 am
by Mister Neauxbauxdeay
I just playtested 1.6.2 on MAP03 of Cchest2 with GzDoom 4.3.2 and I fought James Vanglorium (Lv48 phantom) as a soldier class character. Even after I emptied 100+ health bars worth of his HP, constantly hitting him for about an hour with various weapons and from a spot that made it difficult or impossible for him to hit back, it still wasn't anywhere near enough to bring him down. With this, I can't help but think there needs to be some kind of upper limit on enemy HP, even for those foes who are supposed to be improbably demanding. Any thoughts?

Re: Lithium 1.6.2 (Feb. 29, 2020)

PostPosted: Sun Mar 01, 2020 2:17 pm
by leodoom85
Marrub, found a bug. Using GZDoom 4.3.3 64-bit, if you press Tab to see the map, the game crash.
Tried with the available classes and it's 100% confirmed that does the crash........every single time.

Re: Lithium 1.6.2 (Feb. 29, 2020)

PostPosted: Sun Mar 01, 2020 4:12 pm
by Marrub
Thorogrimm wrote:
Screenshot_463.jpg
Marrub wrote:
Thorogrimm wrote:I just loaded the mod up and for some reason the weapons/hands aren't showing up?

Which class are you playing as? Only Marine and Cyber-Mage are implemented.


It's on all the classes.

Set "Weapon Opacity" to 1.0.

Mister Neauxbauxdeay wrote:I just playtested 1.6.2 on MAP03 of Cchest2 with GzDoom 4.3.2 and I fought James Vanglorium (Lv48 phantom) as a soldier class character. Even after I emptied 100+ health bars worth of his HP, constantly hitting him for about an hour with various weapons and from a spot that made it difficult or impossible for him to hit back, it still wasn't anywhere near enough to bring him down. With this, I can't help but think there needs to be some kind of upper limit on enemy HP, even for those foes who are supposed to be improbably demanding. Any thoughts?

This is a bug, there's some weird issue where phantoms can spawn with a fuckzillion HP. I need to investigate it.

leodoom85 wrote:Marrub, found a bug. Using GZDoom 4.3.3 64-bit, if you press Tab to see the map, the game crash.
Tried with the available classes and it's 100% confirmed that does the crash........every single time.

Can't reproduce.

Re: Lithium 1.6.2 (Feb. 29, 2020)

PostPosted: Sun Mar 01, 2020 5:14 pm
by Thorogrimm
I can't seem to find weapon opacity anywhere and I've checked the menus/console, nothing

Re: Lithium 1.6.2 (Feb. 29, 2020)

PostPosted: Sun Mar 01, 2020 7:21 pm
by Marrub
Thorogrimm wrote:I can't seem to find weapon opacity anywhere and I've checked the menus/console, nothing

It's present here in the settings menu.
Image

Re: Lithium 1.6.2 (Feb. 29, 2020)

PostPosted: Sun Mar 01, 2020 11:25 pm
by Marrub
Marrub wrote:
leodoom85 wrote:Marrub, found a bug. Using GZDoom 4.3.3 64-bit, if you press Tab to see the map, the game crash.
Tried with the available classes and it's 100% confirmed that does the crash........every single time.

Can't reproduce.

I have found a reproduction case. Set the renderer to Vulkan and map to overlay and it will crash. This appears to be a GZDoom bug that evades even the crash handler. I will report this once I get a stack trace.

Re: Lithium 1.6.2 (Feb. 29, 2020)

PostPosted: Mon Mar 02, 2020 9:46 pm
by stagefatality
Very happy to see this playable again.

Also, really digging the new 'DONKEY KONG' theme for the CBI. :mrgreen:

Re: Lithium 1.6.2 (Feb. 29, 2020)

PostPosted: Thu Mar 12, 2020 4:32 pm
by Yebudoom
Marrub wrote:And is potentially compatible with most other monster mods. If there's something you want made compatible, feel free to ask.


There's this cyberpunk-themed monsterpack called Cyberpack.

https://forum.zdoom.org/viewtopic.php?f=43&t=62268

It's not being updated anymore, and it's mostly just a fork of DoomKrakken's, but still, thematically it fits Lithium like no other. I played with them (Lithium + Cyberpack) a little and haven't encountered any bugs so far. Could there be some underlying problems with using both, that I don't see yet?

Also, Yholl's Rampancy. Another monster mod, that seems to fit Lithium like a glove. Again, they play well together, it seems, but maybe there are some problems I'm not aware of. Any insight?

Btw, Rampancy's robots don't give any mana to the Cyber-Mage, a least on the default settings. And that actually makes perfect sense.

Re: Lithium 1.6.2 (Feb. 29, 2020)

PostPosted: Thu Mar 12, 2020 9:47 pm
by Marrub
Yebudoom wrote:
Marrub wrote:And is potentially compatible with most other monster mods. If there's something you want made compatible, feel free to ask.


There's this cyberpunk-themed monsterpack called Cyberpack.

https://forum.zdoom.org/viewtopic.php?f=43&t=62268

It's not being updated anymore, and it's mostly just a fork of DoomKrakken's, but still, thematically it fits Lithium like no other. I played with them (Lithium + Cyberpack) a little and haven't encountered any bugs so far. Could there be some underlying problems with using both, that I don't see yet?

Also, Yholl's Rampancy. Another monster mod, that seems to fit Lithium like a glove. Again, they play well together, it seems, but maybe there are some problems I'm not aware of. Any insight?

Btw, Rampancy's robots don't give any mana to the Cyber-Mage, a least on the default settings. And that actually makes perfect sense.


Rampancy support has been added in 1.6.3. I'll add support for Cyberpack as well. In 1.6.2 they're not supported so you won't gain EXP, Score or Mana for killing things.